Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.
npx skills add https://github.com/thedivergentai/GD-Agentic-Skills --skill godot-genre-rhythm
Expert blueprint for rhythm games emphasizing audio-visual synchronization and flow state.
Time.get_ticks_msec() / Time.get_ticks_usec() as the song clock; strictly use AudioStreamPlayer.get_playback_position() + AudioServer.get_time_since_last_mix() - AudioServer.get_output_latency() (see rhythm_conductor.gd)._process(); strictly use _physics_process() or a conductor loop to ensure deterministic timing regardless of render frames._process() to capture hit inputs; strictly use _input(event) to record the exact timestamp of the button press event.AudioStreamPlayer.pitch_scale to adjust speed and avoid globally breaking physics logic._process delta as the song clock; strictly read the conductor's get_song_time() (playback + mix − output latency).yield or await for beat timing; strictly use a sample-accurate Delta Accumulator tied to the audio clock.load() dynamically during gameplay; strictly use ResourceLoader.load_threaded_request() to avoid thread stalling.> MANDATORY reads before implementing the matching system:
> 1. rhythm_conductor.gd — canonical audio clock
> 2. input_judge_logic.gd — time-window judging
> 3. note_object_pool.gd — pooled notes (no per-beat instantiate)
> 4. latency_calibrator.gd — player hardware offset
> Do NOT load unused lanes: skip audio_spectrum_analyzer.gd unless building reactive viz; skip dynamic_bpm_handler.gd for constant-BPM tracks.
> Script map: Baseline MusicConductor samples → rhythm_conductor.gd; JudgmentSystem → input_judge_logic.gd; chart spawn → note_orchestrator.gd + note_object_pool.gd.
_input judge → 5. Score/combo UI| Need | Action |
|------|--------|
| Song position | MANDATORY rhythm_conductor.gd get_song_time() |
| Visual highway | Position from song time / beats — never _process delta integration as truth |
| Hit timestamp | Capture in _input / _unhandled_input, compare to note target time |
| Need | Action |
|------|--------|
| Judgment windows | input_judge_logic.gd |
| Scoring / combo | rhythm_scoring_system.gd + score_combo_manager.gd |
| Chart spawn | note_orchestrator.gd + pool |
| Juice | rhythm_ui_feedback.gd / beat_synced_animator.gd |
Do not re-inline MusicConductor / NoteHighway / JudgmentSystem / RhythmScoring classes in this skill — load the scripts.
| Phase | Skills | Purpose |
|-------|--------|---------|
| 1. Audio | godot-audio-systems | Stream clock + latency |
| 2. Input | godot-input-handling | Timestamped hits |
| 3. UI | godot-ui-containers | Highway / HUD |
| 4. Perf | pooling / shaders | Dense charts |
| 5. Balance | godot-monte-carlo-balancer | Window difficulty bands |
| Pitfall | Solution |
|---------|----------|
| Time.get_ticks_* conductor | Use playback + mix − latency |
| Judge in _process | _input + song time |
| Instantiate per note | note_object_pool.gd |
> MANDATORY for depth beyond decision trees and script catalog: rhythm-systems-deep.md. Do NOT Load on first-pass wiring — use bundled scripts/ first.
AudioServer and custom offset_input not _process for precise timingGPUParticles2D for hit effectsCalculate precise offsets by compensating for OS/Hardware latency.
## Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
### Official Documentation
- [Sync the gameplay with audio and music](https://docs.godotengine.org/en/stable/tutorials/audio/sync_with_audio.html) — Playback-position helpers (`get_time_since_last_mix`, output latency) that every BPM conductor and judgment window must use.
- [Audio streams](https://docs.godotengine.org/en/stable/tutorials/audio/audio_streams.html) — AudioStreamPlayer roles, pitch_scale for song speed, and how music reaches buses without breaking sync.
- [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html) — Route Music / HitSFX / UI so judgment SFX never fight the track bus.
- [Importing audio samples](https://docs.godotengine.org/en/stable/tutorials/assets_pipeline/importing_audio_samples.html) — WAV vs Ogg/MP3 tradeoffs for charts, hit clicks, and calibration tones.
- [AudioServer](https://docs.godotengine.org/en/stable/classes/class_audioserver.html) — Mix/output latency APIs and bus-effect instances used by conductors and spectrum visuals.
- [AudioStreamPlayer](https://docs.godotengine.org/en/stable/classes/class_audiostreamplayer.html) — Non-positional music/hit player API (`get_playback_position`, `pitch_scale`, pause) for the highway clock.
- [AudioEffectSpectrumAnalyzer](https://docs.godotengine.org/en/stable/classes/class_audioeffectspectrumanalyzer.html) — Engine-side FFT effect for reactive highways without main-thread FFT work.
- [Using InputEvent](https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html) — `_input` / action press timing for lane hits instead of polling in `_process`.
- [CanvasItem shaders](https://docs.godotengine.org/en/stable/tutorials/shaders/shader_reference/canvas_item_shader.html) — UV scroll patterns for GPU note highways that avoid moving thousands of sprites on CPU.
- [Tween](https://docs.godotengine.org/en/stable/classes/class_tween.html) — Judgment splash, receptor pulse, and beat-synced scale pops without frame-tied lerps.
- [Background loading](https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html) — Threaded chart/audio preload so dense tracks never stall the first note.
### Related Skills
#### Prerequisites
- [godot-project-foundations](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-project-foundations/SKILL.md) — Audio latency project settings, bus layout names, and input map lane actions must exist before the conductor runs.
- [godot-audio-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-audio-systems/SKILL.md) — Buses, stream players, spectrum instances, and sync-with-audio helpers this genre skill consumes for BPM clocks.
- [godot-input-handling](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-input-handling/SKILL.md) — Action maps, `_input` vs `_unhandled_input`, and event timestamps for lane press/release and anti-spam.
- [godot-gdscript-mastery](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-gdscript-mastery/SKILL.md) — Typed Resources for NoteData/charts, signals for beat/judgment events, and deterministic timing loops.
#### Complements
- [godot-tweening](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-tweening/SKILL.md) — Judgment labels, receptor flashes, and beat pulses should be Tween-driven, not per-frame scale hacks.
- [godot-shaders-basics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-shaders-basics/SKILL.md) — Shader highways and spectrum-driven uniforms keep dense charts off the CPU.
- [godot-particles](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-particles/SKILL.md) — Hit sparks and combo flourishes via GPUParticles2D without instantiating VFX every Perfect.
- [godot-ui-containers](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-ui-containers/SKILL.md) — Score/combo HUD, calibration sliders, and lane receptor layout as Control trees.
- [godot-save-load-systems](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-save-load-systems/SKILL.md) — Persist A/V offset, scroll speed, and difficulty windows across sessions.
- [godot-autoload-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-autoload-architecture/SKILL.md) — Conductor / scoring / pool owners are typically Autoloads with a clear boot order.
- [godot-signal-architecture](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-signal-architecture/SKILL.md) — Beat, judgment, combo-break, and chart-finished signals need owner boundaries so UI never owns the clock.
#### Downstream / consumers
- [godot-performance-optimization](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-performance-optimization/SKILL.md) — Escalate when note pools, highway draw calls, or mix callbacks still hitch after pooling and shader scroll.
- [godot-monte-carlo-balancer](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-monte-carlo-balancer/SKILL.md) — Simulate timing-window width, scroll speed, and miss penalties against clear rates before shipping difficulty tiers.
#### Master
- [godot-master](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-master/SKILL.md) — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting rhythm concern.
Automate YouTube tasks via Rube MCP (Composio): upload videos, manage playlists, search content, get analytics, and handle comments. Always search tools first for current schemas.
Create and audit truthful, accessible, publication-ready scientific figures with Matplotlib, Seaborn, or Plotly. Use for figure design, multi-panel layouts, uncertainty and missing-data displays, color/contrast review, image metadata validation, and journal export planning.
This skill should be used when comparing two videos to analyze compression results or quality differences. Generates interactive HTML reports with quality metrics (PSNR, SSIM) and frame-by-frame visual comparisons. Triggers when users mention "compare videos", "video quality", "compression analysis", "before/after compression", or request quality assessment of compressed videos.
Python bridge to ImageJ2/Fiji for macros, plugins (Bio-Formats, TrackMate, Analyze Particles), NumPy↔ImagePlus/ImgLib2 exchange, and ImageJ Ops. Automates Fiji headlessly from Python. Use scikit-image for pure Python without Fiji plugins; napari for visualization.
Create 3D scenes, interactive experiences, and visual effects using Three.js. Use when user requests 3D graphics, WebGL experiences, 3D visualizations, animations, or interactive 3D elements.
Generate publication-quality PNG chart images from data, supporting line, bar, area, candlestick, pie, and heatmap charts. Triggers when the user asks to visualize data, create a graph, plot a time series, or generate a chart for a report, alert, or dashboard. Runs as a lightweight, headless Node.js process without a browser.
Performs deep Root Cause Analysis (RCA) on NVIDIA TAO Visual ChangeNet classification experiments with image-evidence-driven investigation. Use when analyzing ChangeNet model failures, investigating poor recall / FAR / PASS-NO_PASS metrics, auditing visual inspection pipeline quality, or running an RCA report for an AOI defect-detection model. Trigger phrases include "RCA on my ChangeNet model", "why is my AOI model failing", "audit ChangeNet predictions", "investigate FAR regressions", "root cause analysis on visual-changenet".
Build 3D web apps with Three.js (WebGL/WebGPU). Use for 3D scenes, animations, custom shaders, PBR materials, VR/XR experiences, games, data visualizations, product configurators.
Take thedivergentai/godot-genre-rhythm from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.